Recruitment: Rules Light Star Wars Game (Saga d20), Dark Times, Both Disney and Legends Continuities
Recruitment: Rules Light Star Wars Game (Saga d20), Dark Times, Both Disney and Legends Continuities
Here's my character submission: Dara Foss, a girl raised in isolation aboard an abandoned space station and ignorant of the galaxy. Background:
Dara’s birth was a testament to the chaos of the Clone Wars. Her parents were both assigned to a space station in the Drongar system in the Outer Rim. Her mother was Dr. Andan Foss, a Republic xenobotanist researching bota and its miraculous medicinal effects. Her father was HN2020, a clone trooper serving as security aboard the station. During a battle against Separatist forces, the station was badly damaged and its personnel were forced to evacuate. Dr. Foss and HN2020 never made it, and they were counted as lost with the facility.
In truth, they both survived aboard the station, which remained barely intact. The communications equipment was destroyed, leaving no chance to contact help, and with the tumult of the Clone Wars and the rise of the Empire, they were forgotten. It was not long before Dara was born, giving her parents another reason to survive. Her mother passed along an education in life sciences, while her father tried to “make a commando” out of her. While en route to Mon Cala, the Imperial Star Destroyer Deception detects the still operational station and takes the family into custody, splitting Dara from her parents and uprooting her entire world.
Six Questions:
1) Tell me a memory, something unrelated to their main backstory Dara’s earliest memory is chasing a Drongarian butterfly through the aeroponics bay. She slipped on a puddle and hit her head on a storage cabinet. She can hardly forget this memory: she still has the scar on the side of her head. 2) What's a talent, unrelated to their class abilities?
3) A personality quirk?
4) Distinguishing physical feature?
5) A goal, short or long term?
Although she is currently too frightened to think too deeply about it, now that the galaxy has been opened to her, she is very curious about life outside the station. A billion formless questions have begun to flare in her mind like new stars, and in the long term she would like to explore this seemingly infinite expanse of worlds and people. 6) Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion?
Mechanics: Dara Foss
Human Scout 1 Age: 17 Str 12
Size: Medium
HP: 25
Reflex Defense: 10+1+1+2 = 14
BAB: +0
Trained Skills:
Feats:
Talents:
Starting Credits:
Recruitment: Rules Light Star Wars Game (Saga d20), Dark Times, Both Disney and Legends Continuities
Against my better judgment, this has sparked my interest. Although I worry that I have taken on too many campaigns already, and I would have to buy the AP books, I have developed a fond habit for rescuing abandoned campaigns to keep the stories going. I'm reading over your Gameplay thread to get a sense for the story, the characters, and the tone. I will give it some thought, and I MIGHT be able to step in.
About Me: About Me I am in my very early 30s, and I live on the east coast of the United States (so, Eastern Standard Time). I started playing tabletop RPGs back around 1999, getting started with AD&D at the very end of its lifecycle. I really got my start, though, when 3rd Edition debuted soon after. 3e and 3.5e have a special place in my heart, which is why I immediately took a shine to Pathfinder when it was introduced to me. My PbP Experience
Dwarf Fortress and Other Games
My Availability
DM Azure_Zero wrote:
Sounds good. How closely were you going to follow the printed modules?
I'll dot, both as a player and a potential second GM. DM Azure_Zero wrote:
If you end up with enough good submissions for a second group, I'll volunteer to run a game for them. In the meantime, I'm going to edit one of my characters for submission.
All this talk has me thinking about running a new game, so I wanted to see what people would be interested in playing. Here's the campaigns I have access to: Plus I have an assortment of other modules I could convert and string together. Which of these ideas would be more appealing for folks?
DM Rostam wrote:
For some reason I thought we were restricted to just 5 NPCs. I went back and saw that you wrote "at least" 5 NPCs. Oops. Tonia sounds like a good addition. Thank you.
Are you guys still looking for a GM? I’ve wanted to run Kingmaker for a while, and I would be interested in helping to continue the story. Although I am new to Play by Post, I have many years of experience as a Dungeon Master/Game Master/Storyteller. I have run games for several groups, both in person and via chat rooms. In my GM style, I like to emphasize narrative and enjoying the game rather than strict rules lawyering. Professionally, I am a university writing teacher and amateur author with a few published stories, so hopefully I will be able to offer good quality storytelling I have started reviewing the campaign notes to catch up. I have read up on the characters’ backstories and personalities, and now I am reading through the gameplay posts to understand nuances to both the campaign and the players’ styles. Let me know what concerns you have for me. I may need a day or two to finish catching up on the gameplay log.
Here's my submission. Theodric Greenvine - Human Rogue (Unchained) - Local fletcher who hides that he was once a Molthuni spy. Backstory:
Theodric freely tells his neighbors in Phaendar that he deserted from Molthune, but that is not the whole story. He came to the small town more than six years ago, claiming that he had come from Tamran, swimming ashore after jumping off a ship serving as part of the blockade on Lake Encarthan. According to Theodric, his ship had captured a smuggler who, under torture, spoke of the starvation and terrible conditions the blockade had caused for Nirmathas. This moved Theodric to abandon his post and join the Nirmathi, travelling westward along the Marideth River, eventually leading him to Phaendar.
He settled into life in the small settlement, taking a spare room above the bakery. Theodric began apprenticing to the bowyer, especially excelling at fletching. He struck up a friendship with Kaleb, a local trapper and fellow deserter from Molthune. Theodric even set upon a budding romance with Soria, daughter of the local apple orchard keeper. However, he’s been keeping a terrible secret from them all. When he first came to Phaendar, Theodric was a Molthuni spy. His story was a cover to ingratiate himself with the locals so he could periodically feed information to the Molthune Imperial Army about the movements and readiness of the Nirmathi irregulars and guerillas. However, over the years, the town and people of Phaendar endeared themselves to Theodric. A couple years back, he stopped sending messages to his contacts, hoping they would write him off as discovered and killed. His loyalty to Molthune had never been on a solid foundation. Early in his service with the army, he ran afoul of a band of Ironfang Legionnaires looking for trouble. They thrashed the young man to an inch of his life, leaving him for dead on the streets of Korholm. This planted the seeds of dissent in Theodric’s heart, although his silver tongue and charming demeanor kept his superiors from ever suspecting weakness. The stark contrast between the free lifestyle of the Nirmathi and the cruelty of Molthuni’s monstrous Ironfang Legion now ensures that Theodric’s loyalty stands firmly with his new friends and neighbors in Phaendar, but he dreads the day when they may discover his origins and cast him out. NPCs:
Soria Turancross- NG - Human - Commoner - Theodric’s crush - Orchard Tender
Henric Turancross - LG - Human - Commoner - Soria’s father, beginning to warm to Theodric - Orchard Keeper Narsius Delkonsen - N - Human - Expert - Theodric’s employer and craft mentor - Bowyer Drulia Wintrish - CG - Human - Expert - rents a room to Theodric, likes to meddle in his life - Baker Kaleb Bellarue - CN - Halfling - Warrior - Theodric’s friend - Molthuni deserter turned trapper Stats:
Male Human (Taldan) Rogue – Theodric Greenvine Age 28; Height 5' 7"; Weight 170 lbs CG Medium humanoid (human) Init +4; Senses Perception +4 DEFENSE
OFFENSE
STATISTICS
Combat Gear – Leather Armor(15 lbs, 10 gp), Shortbow (2 lbs, 30 gp), 20 arrows (3 lbs, 1 gp), Shortsword (2 lbs, 10gp), Dagger (1 lbs, 2 gp)
Light Load 0-33 lbs Medium Load 34-66 lbs Heavy Load 67-100 lbs
Note about Gear:
In keeping with the theme of only including things they would have at the festival, Theodric has packed a basket to have a picnic with Soria after he has helped his master sell their wares. The silver bracelet is a gift he commissioned for her, brought by one of the merchants visiting town. As for the antitoxin, Theodric's acquaintances Drulia and Kaleb, fed up with how slowly he has progressed his relationship with Soria, acquired the "love potion" from a snake oil salesman visiting the town and slipped it into the basket. I thought this would be a story-appropriate way to include some interesting bits of gear. Please let me know what you think. Thank you kindly!
Presenting Roga, a Human Sorcerer from the Thunder Steppes who was exiled from his tribe when his Abyssal bloodline was discovered. Seeking a noble death by turning his power against the demons, he has joined the crusaders at Kenabres. Stats:
Roga
Male Human (Kellid) Sorcerer 1 CG Medium Humanoid (Human) Init +2, Perception +1 -------------------------- Defense AC 12, Touch 12, Flat-Footed 10 HP 7/7 Fort +1, Ref +2, Will +3 (+5 vs Fear) -------------------------- Offense Speed 30ft Melee: Spear +2 (1d8+2, x2) Ranged: Sling +2 (1d4+2, x2), or Spear +2 (1d8+2, x2) -------------------------- Statistics Str 14, Dex 15, Con 12, Int 12, Wis 12, Cha 18 Base Att +0; CMB +2; CMD 12 Traits: Exposed to Awfulness, Courageous Skills: Use Magic Device +9, Knowledge: Planes +5, Knowledge: Arcana + 5, Intimidate +8 Background Skills: Handle Animal +5, Perform: Oratory +5 Feats: Eschew Materials, Spell Focus: Conjuration, Augment Summoning Special Abilities: Bloodline: Abyssal, Bloodline Arcana: Summoned creatures get DR 1/good, Bloodline Powers: Claws - 7 rds/day Spells Known: Acid Splash, Light, Detect Magic, Daze; Summon Monster I, Mage Armor Combat Gear: Spear, Sling, 20 Sling Bullets.
Background:
In the Realm of the Mammoth Lords, life does not tolerate weakness. This is particularly true on the vast tundras of the Thunder Steppes. Roga grew to be strong of arm like any proud member of his tribe, but when his magical talents manifested, he was forever haunted by a pall of suspicion among his people. His ability to conjure beasts to aid in hunts won him some amount of tolerance. However, even when the tribe’s shaman took him on as an apprentice, teaching him to recount the stories of their people, Roga found himself increasingly alienated with each passing season.
It was the raid that finally damned him. When he was seventeen winters old, a small host of lesser demons stole onto the Steppes from the Worldwound and attacked his tribe while making camp. The attackers seemed to single out Roga, subduing and kidnapping him during the fray. Led by the shaman, the tribe’s warriors led a counterattack. They drove off the demons and rescued Roga, near death but still alive, albeit covered in ritual wounds. Roga recovered slowly, under the care of the shaman, who kept the ever more fearful tribesmen at arm’s length. Eventually the magic-touched youth regained his senses, emerging from weeks of fever and delirium. He tried to rejoin his kin, but the ordeal had revealed a terrible truth - that Roga’s magic stemmed from a demonic taint, if not in his blood then his very soul. Rumors spread of his grandparents who fought against the few waves of demons that spilled westward from the Worldwound; claims of their cowardice or succumbing to wicked temptations were passed along by rivals and other fearful folk. Roga, filled with righteous indignation for his besmirched forebears, attempted to shout down his detractors, calling upon both their ancestral stories and reminders of his own loyalty to the tribe. It was all for naught, and even the tribe’s shaman assented to Roga’s exile from the steppes. The final advice he received from his mentor was to seek a brave and noble death, turning the abyssal power within him against the demons themselves in order to sacrificially purge himself of the corruption. Roga travelled eastward, skirting the Worldwound along the Sarkora River. Rather than aimlessly plunging into the blighted lands and throwing away his life, Roga knew he must make his death meaningful in showing his defiance of the Abyss. Straying south and passing through Gundrun, he learned from the Sarkorian exiles about the mustering crusaders at Kenabres. He vowed to join their ranks and die while driving back the demons. His quest was almost cut short. Not long after arriving in Kenabres, although he passed through the gate inspection, he was noticed by a gang of errant witch hunters. Despite being set upon and beaten, rather than his magic, Roga unleashed a vicious oratory that cowed the crowd into submission and affirmed his quest for redemption. Nevertheless, Roga fears that his time is running short and hopes that he can find his noble death in battle before being lynched in a Kenabren alley. Appearance and Mannerisms:
A cursory glance would identify Roga as a steppe barbarian: a brawny youth with dark hair and steely eyes, clad in furs and leathers, clutching a stout spear. This first impression belies his magic, and Roga secretly thrills every time he catches the surprise and fear in a foe’s eyes when he summons a beast to aid him.
Roga largely remains quiet and morose, never given over to rowdiness. His eyes are restless, used to a life scanning the tundra horizon for pending dangers. He forces himself to avoid eye contact now that he has reached Mendev, fearful that he would again catch the attention of would-be witch hunters. A number of scars criss-cross his body, remnants of brushes with claws and tusks. One particular set of scars, however, seem much more precise and ordered, almost forming a pattern before most minds dismiss the idea as madness. The lines of these scars are painted over with white tattooes. Additionally, Roga keeps a number of Hallit symbols painted over his heart and on his forehead, applied by hand from small clay jars of white and blue paint brought with him from his wild homeland. Thank you kindly.
Greetings, all. 4d6 ⇒ (1, 1, 3, 3) = 8 = 7
16, 15, 14, 12, 12, 12 I'm happy with these. Let's see what sort of character I can craft.
Here’s my submission for this expedition. Stat 1: 4d6 ⇒ (1, 1, 3, 1) = 6
Starting Wealth: 5d6 ⇒ (1, 4, 4, 3, 2) = 14 Looks like...
Background:
The son of laborers in Kintargo, Corindus was little more than a boy when he fell prey to a Cheliaxian press gang. The rest of his childhood and the entirety of his adolescence was spent enslaved aboard a ship serving the House of Thrune. Once he was a man, Corindus managed to escape the ship during a storm and, against the odds, swam to shore, reaching Andoran. Nearly dead from exhaustion, he was found by a surveyor, Lyra Heatherly, who took him to Almas for treatment. Corindus struggled for a couple years more to find a place in society. Realizing, bitterly, that the sea was all he knew, he resolved to enlist - of his own accord - with a ship’s crew. However, he could not find an Andoran captain to take him on, owing to both the stigma of the Cheliaxian galley slave brand on his arm and the bouts of anxiety that ships and the sea still occasionally triggered for him. It was not until a chance reunion with his one-time rescuer Lyra, who then put in a good word for him with the Bountiful Venture Company, that Corindus found an opportunity for a new life with the expedition. Crunch:
I was planning on making Corindus a Human Ranger (Skirmisher). He would have the Mark of Slavery drawback representing his traumatic experiences as a press-ganged sailor. His campaign traits would be Healthy (representing how life at sea has toughened him) and Employee (representing his connection with Lyra Heatherly, who secured a position with the expedition for him); additionally, he would have the Reactionary trait, since he’s used to reacting quickly to both the sea’s dangers and his old captain’s wrath. I will write the rest of the crunch details in the alias profile. Here’s to a bountiful expedition! |